Reply To: I had quite a good time playing the game and here are my suggestions

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#2045
Zorro
Keymaster

thanks for taking the time to suggest improvements, some quick thoughts:

Fleet designations is something i’m thinking about. Exploration sounds like a no-brainer, but it’s also pretty useful for agent behaviours so was pondering letting players define their own designations. It’d be a bit of work as at the moment it’s an enum and shared with the AI but could be worth it if it makes creating agent services without variables easier

Yeah freight transfer sucks when you’re splitting fleets. I’ve got into a pattern of just “export right/junk left” and going with it but it’s not very obvious,intuitive, or particularly useful for 99.9% of the game (maybe right at the start if doing an eccentric start you might care about not losing specific bits). Inhabitant transfer is even worse

yeah “mission complete” stuff would be handy, there are callbacks for when things finish but not really wired it up to anything meaningful yet. I’ve left scout fleets sitting in space far away almost to starvation too many times

i forget how/why i set up the survey limits. I’m not sure if i even use them myself! (probably set them military). I’ve added so many custom cargo limits of my own that i just load in my set at the start of a game and forget what the defaults are. Probably worth a look in case they’re out of date

will take a look at the ship design screen. i think that’s caused a few problems (grown a fair bit over time, and i’ve just kludged new fields into it without taking time to consider a broader redesign. It always tends to get longer rather than wider, the opposite of display monitor shapes.

i nicked the alarm sound from the US Navy, i was using it for an alarm sound for monitoring systems at work, where the “attention-grabbing”-ness was handy. Perhaps another one to make configurable

good point re: remarkable and scanned views, they are essentially compatible (remarkable implies scanned)

fleet templates: yep i’ve had this on my mind for a long time. Definitely nice to be able to build a suite of ships in one click, shouldn’t even be that hard and need to put time into it.

fleet escorts: have been trying for a while, was originally implemented keeping the fleets entirely separate and buzzing around each other but it’s quite CPU intensive and not always perfect (the cargo ship jumps first and gets interdicted before the military jumps).. might end up with a new generalization of a “wing” or “group” or something that is a set of fleets so if there is an interdiction you get to choose which fleet(s) go into combat, and would always jump together as if the same fleet. Still working out how best to implement it (potentially huge number of changes as just about everything is fleet-oriented so hoping for a stroke of genius)